How do you remove the banshee collision?

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xgamer





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How do you remove the banshee collision?

Post by xgamer »

How do you remove the banshee collision so that anyone can walk through it and still be able to enter the banshee and pilot it?

Thanks!
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ogrish




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Re: How do you remove the banshee collision?

Post by ogrish »

i havnt tested, but you could probly open the hlmt of banshi right click and select idents then select the coll and swap it to null, in Entity
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Re: How do you remove the banshee collision?

Post by DemonicSandwich »

ogrish wrote:i havnt tested, but you could probly open the hlmt of banshi right click and select idents then select the coll and swap it to null, in Entity
[coll] is bullet collision. Although his goal is his other thread may still require nulling the [coll] tag.

The [phmo] is the tag for physical collision. Although nulling the phmo can result in multiple things.
Either the Banshee simple won't spawn, or freeze the map when spawned. Or if luck allows it and it does spawn it, you can walk through it but it just won't be able to move.

You could swap it's phmo with that of a crate since you can easily resize the collision of crate [phmo] tags.
However with this you may want to basically null the coll because if the hull is aloud to change permutations, the Banshee will loose collision and just stay hovering where ever it was at the moment.
AIM wrote:Demonic5andwich (6:10:10 PM): structure of a first person weapon animation:
Demonic5andwich (6:10:43 PM): mess, mess, maybe a node?, another header?! wtf!, more mess, tacos, more shit
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Re: How do you remove the banshee collision?

Post by -DeToX- »

Or it'll fall through the map could it not..?
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Re: How do you remove the banshee collision?

Post by DemonicSandwich »

-DeToX- wrote:Or it'll fall through the map could it not..?
No phmo, no physics. No physics, nothing for gravity to take hold of.
AIM wrote:Demonic5andwich (6:10:10 PM): structure of a first person weapon animation:
Demonic5andwich (6:10:43 PM): mess, mess, maybe a node?, another header?! wtf!, more mess, tacos, more shit
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Re: How do you remove the banshee collision?

Post by xgamer »

-DeToX- wrote:Or it'll fall through the map could it not..?
I'm going to set the weight of the banshee to "0"
And I'm not planning to have the banshee on the ground, I'm actually going to attach it to the bipd tags of the elite and master chief and remove all the banshee shaders in the mode tag to make it invisible. Basically, you'll have an invisible, collision-less banshee attached to you and you won't know it. But when you hold "x" on your xbox controller, you'll start flying and look like superman while you're at it. Cool eh?
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Re: How do you remove the banshee collision?

Post by Win »

Would be, but it won't work. If you just want a cool way to add a "flying" ability to yourself you could spawn an effe whenever your biped crouches, and cause the effe to spawn a targeted jpt! force to propels yourself.
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Re: How do you remove the banshee collision?

Post by Thrasher Alpha »

Win wrote:Would be, but it won't work. If you just want a cool way to add a "flying" ability to yourself you could spawn an effe whenever your biped crouches, and cause the effe to spawn a targeted jpt! force to propels yourself.
He wants to be Superman not Mr. Bounce.
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Re: How do you remove the banshee collision?

Post by DemonicSandwich »

Thrasher Alpha wrote:
Win wrote:Would be, but it won't work. If you just want a cool way to add a "flying" ability to yourself you could spawn an effe whenever your biped crouches, and cause the effe to spawn a targeted jpt! force to propels yourself.
He wants to be Superman not Mr. Bounce.
He's not gonna get SuperMan with the method he wants.

You simply cannot enter the seat of a vehicle that is attached to your own bipd.

He could have a gun that spawns a banshee.
He could have an effect attached to the bipd that is triggered by crouching and that effect spawns the banshee.

But he will not, I repeat WILL NOT, be able to enter the seat of the banshee if he attaches it to his own bipd.
AIM wrote:Demonic5andwich (6:10:10 PM): structure of a first person weapon animation:
Demonic5andwich (6:10:43 PM): mess, mess, maybe a node?, another header?! wtf!, more mess, tacos, more shit
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Re: How do you remove the banshee collision?

Post by ogrish »

Also something in phmo controls how objects act. Example The phmo of a lift causes the lift, remove the phmo of a fan an it wont turn. So dont swap or remove phmo. Maybe the banshi target radius can be made smaller, and all hits could pass damage to parent, or bipd.
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Re: How do you remove the banshee collision?

Post by NotZachary82 »

DemonicSandwich wrote:You simply cannot enter the seat of a vehicle that is attached to your own bipd.
Not even if the [vehi] is attached to the biped's [hlmt]?
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Re: How do you remove the banshee collision?

Post by DemonicSandwich »

NotZachary82 wrote:
DemonicSandwich wrote:You simply cannot enter the seat of a vehicle that is attached to your own bipd.
Not even if the [vehi] is attached to the biped's [hlmt]?
Not even then.
AIM wrote:Demonic5andwich (6:10:10 PM): structure of a first person weapon animation:
Demonic5andwich (6:10:43 PM): mess, mess, maybe a node?, another header?! wtf!, more mess, tacos, more shit
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Re: How do you remove the banshee collision?

Post by xgamer »

DemonicSandwich wrote:
NotZachary82 wrote:
DemonicSandwich wrote:You simply cannot enter the seat of a vehicle that is attached to your own bipd.
Not even if the [vehi] is attached to the biped's [hlmt]?
Not even then.

Well what if it is replaced for a certain part of the bipd's skin, or replaced for a part of the plasma pistol, for example: instead of the plasma pistol having that glowing light, it would have a banshee there instead. How about that?
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Re: How do you remove the banshee collision?

Post by Rogue_Modder »

you could make the banshee invisiable? lol
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Re: How do you remove the banshee collision?

Post by DemonicSandwich »

xgamer wrote:
DemonicSandwich wrote:
NotZachary82 wrote:
DemonicSandwich wrote:You simply cannot enter the seat of a vehicle that is attached to your own bipd.
Not even if the [vehi] is attached to the biped's [hlmt]?
Not even then.

Well what if it is replaced for a certain part of the bipd's skin, or replaced for a part of the plasma pistol, for example: instead of the plasma pistol having that glowing light, it would have a banshee there instead. How about that?
If you attach it to your bipd, the banshee can't be used. Not by yourself, nor other players. (I actually tried something similar to this a while ago)
The banshee will not fly period if it is an attachment to anything.

In the system of attachments you have the Parent and Child relationships. The parent being the primary object and the children being the objects attached to it.
For example, the Warthog is a parent while the Chaingun or Gauss turret is the Child.
Another being the Wraith as the Parent and the Mortar and Minigun turrets as the Children

A vehicle that is a child in this system cannot move under it's own power, it can only turn and make light and sound.
It can however be controlled by the Parent vehicles driver, but the fact remains, the child vehicle will not move with it's own power.

The banshee flys under it's own power, and if it is a Child to another object, it cannot fly. It will close the cockpit when you enter, it will make light and sound when you try to boost, but it will remain still because it is only a Child and not the Parent vehicle.
----------------------------------------
That glowing light on the plasma pistol is a completely different attachment system, a system that attaches visual and auditory effects like [effe], [ligh], [lens], [snd!], etc. It cannot be used for physical objects.
AIM wrote:Demonic5andwich (6:10:10 PM): structure of a first person weapon animation:
Demonic5andwich (6:10:43 PM): mess, mess, maybe a node?, another header?! wtf!, more mess, tacos, more shit
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